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General Information

On this page, we list all the abilities from the Imonar the Soulhunter encounter
in Antorus, the Burning Throne. The idea is to give you a solid understanding of the
encounter before you read the strategy.

If you are already familiar with the encounter, then you can skip to the
strategy and tactics page or access any
other page of the guide by using the table of contents on the right.

1. Overview

Imonar the Soulhunter is a three-phase encounter, featuring two
intermissions to split the fight. Many of his abilities, as well as the fight
area itself, are focused on environmental mechanics, crowd control, and area
denial.

2. Phase One: Attack Force

2.1. Shock Lance

Shock Lance deals Physical damage to the current target and stacks
a debuff that increases damage taken by 10% for 20 seconds. The target also
shocks an additional nearby player with Electrify every 3 seconds for
each stack. Electrify deals moderate Nature damage.

2.2. Sleep Canister and Slumber Gas

Sleep Canister targets random players, putting them to sleep for 20
seconds, rendering them unable to attack or use abilities. This effect can be
dispelled, however it triggers an explosion of Slumber Gas within 10
yards when it is removed. Slumber Gas puts players to sleep for 8 seconds.

2.4. Infernal Rockets

Infernal Rockets only target players who attempt to leave the
platform area and stand on the bridge. Infernal Rockets deal moderate Fire
damage and increase Fire damage taken by 25% for 30 seconds, per stack.

3. Intermission: On Deadly Ground

At 66% health, Imonar the Soulhunter leaps across the bridge to a
secondary platform. Players must cross the bridge and interrupt his cast to
trigger Phase Two, all the while avoiding the traps lain by the boss. All
traps are triggered by physical contact.

3.1. Seared Skin

Seared Skin inflicts moderate Fire damage every second to players
attempting to stand on the flaming edges of the bridge. A debuff that increases
all damage taken by 75% for 60 seconds is also applied with every tick.

3.3. Pulse Grenade

3.4. Blastwire

3.5. Shrapnel Mines and Shrapnel Blast

Shrapnel Mines litter the bridge. Stepping on a mine triggers a
Shrapnel Blast, hitting all players within 4 yards for moderate
Physical damage, and applying a bleed that ticks every 2 seconds for 30
seconds.

3.6. Conflagration

Imonar the Soulhunter channels Conflagration
throughout the phase. Flaming orbs travel slowly down the bridge in lines.
Coming into contact with an orb inflicts moderate Fire damage and reduces
movement speed by 50% for 8 seconds. Imonar takes 99% less damage while
Conflagration is being channeled.

Conflagration can be interrupted, and doing so ends the
intermission. Any flaming orbs that were already spawned will now also deal
heavy Fire damage every 2 seconds, for 8 seconds, when coming into contact
with a player.

3.7. Gathering Power (Heroic+ Only)

Gathering Power ticks periodically throughout the intermission,
inflicting Fire damage and increasing all damage done by 3% for 20 seconds,
per stack. This effect grows in intensity until Conflagration is
interrupted.

4. Phase Two: Contract to Kill

4.1. Sever

Sever is cast on the current Tank, dealing heavy Physical damage
and applying a bleed that deals Physical damage every 2 seconds for 18
seconds. This effect stacks.

4.2. Charged Blasts

Charged Blasts originate from Legion starfighters summoned by
Imonar the Soulhunter. Players are marked with a red symbol above
their head and a debuff. After 7 seconds, the Legion ship fires in a line,
striking all targets for heavy Fire damage. This effect also applies a
debuff that deals heavy Fire damage every 3 seconds for 18 seconds. Anyone
struck is knocked away. The targeted players cannot evade this effect.

4.3. Shrapnel Mines and Shrapnel Blast

As in the intermission, Imonar the Soulhunter will lay Shrapnel
Mines periodically. Coming into contact with a mine triggers a
Shrapnel Blast, which deals Physical damage and applies a ticking
bleed for 30 seconds.

4.4. Infernal Rockets

Infernal Rockets are present in this phase and function in an
identical fashion to Phase One.

5. Intermission: On Deadly Ground

At 33% health Imonar the Soulhunter will return to his starting
platform, leaping back across the bridge and laying a fresh series of traps
while channeling Conflagration. There are no ability changes
from the first Intermission, so refer to that section for information.

6. Phase Three: The Perfect Weapon

Phase Three begins at ~33% health on the original platform.

6.1. Empowered Shock Lance and Empowered Electrify

Empowered Shock Lance deals Physical damage to the current target and
stacks a debuff that increases damage taken by 10% forever. The target also
shocks an additional nearby player with Empowered Electrify every 3
seconds for each stack. Empowered Electrify deals moderate Nature damage.